D&D Releases Playtest for Updated Artificer

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Wizards of the Coast has dropped a new Unearthed Arcana Playtest for the Artificer, bringing the often neglected 13th Dungeons & Dragons 5E class into alignment with the 2024 rules update. The playtest was released via D&D Beyond today, with feedback launching on December 24th.

The Artificer gains several new abilities, many of which are designed with an eye to making the class more versatile. For instance, players can now craft low-cost items quickly with a revamped Magical Tinkering ability, while Infuse Item ha been changed to Replicate Magic Item and allows players to replicate magic items of certain rarities and item type. Players can also use the Magic Item Tinker ability to convert a Replicated magic item into a spell slot. The capstone Soul of Artifice ability has also received a buff, with the Artificer no needing a Reaction in order to utilize its ability to skip death saving throws and restoring more health as well.

The subclasses were also updated. For example, the Alchemist's Experimental Elixir producing more elixirs and Chemical Mastery getting a big boost with extra damage, resistance, and the ability to cast Tasha's Bubbling Cauldron. The Armorer has a new Dreadnought option and Armor Modifications was replaced with a new ability called Armor Replication. The Artillerist's Eldritch Cannon can switch between various options instead of being set to one option and the Explosive Cannon ability does more damage and only requires a Reaction to use. Finally, the Battle Smith has received minor adjustments to its Steel Defender construct.

Compared to many other class updates in the 2024 Player's Handbook, the Artificer's changes are much less drastic. There are some obvious updates that bring the class in line with the design updates to other classes, but it didn't receive a major rework like several other classes.
 

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Christian Hoffer

Christian Hoffer

I suspect it is for 2026, not 2025. Playtest the class first cause it is the biggest lift, then spend most of next year playtesting revised subclasses for the other classes.

Except we are getting a pile of subclasses in the Forgotten Realms Players Guide, so won't those get playtested before Tasha 2.0?

Plus are we certain it's a Tasha's like book instead of another Eberron Setting book? Or could the Artificer be updated for FRPG now that Eberron style Artificers have been added to FR in places? Something else? Maybe Spelljammer gets another stab?
 

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I've been trying to sketch out character ideas, and I keep running into little pain points. Mostly due to changes from the prior version.

Battle Smith has issues because you don't have the "Infused items act as casting foci" clause anymore. If you want to use a two-handed melee weapon or any sort of ranged weapon, you have to resort to item juggling to draw the foci for when you want to cast and then getting the hand free again to use the weapon.

The loss of the gun weapon proficiency is a shame. I tried to stat out an Artillerist using True Strike and a Pistol, and it's a mess of having to craft a Repeating Pistol ASAP and take a Fighter 1 dip for a result that still isn't that good because Artillerist just doesn't scale that well.

There's some good bits here, but I really hope it's a first draft, because it needs more cooking.
 

First thoughts....

Magical Tinkering: This is a bit odd. The current version is that great either and this looks like an attempt to allow the artificer to create something useful as the need arises. That's situational and the list is meh anyway. This might reward creative players but I suspect it's missing the intended goal.

Spellcasting: This isn't significantly different, but I would point out that general spell changes can have some impact. I would also point out that the comparison to paladins and rangers I saw earlier in the thread was missing the cantrips artificers have at first level, which is more useful compared to favored enemy or lay-on-hands than magical tinkering.

I like moving Homunculus from the infusions to the spells.

Moving the homunculus into the spells removes an infusion tax to fill out bonus action options. Artillerists use bonus actions on cannons and battle smiths use bonus actions on steel defenders. That left someone like an alchemist either forced to take the infusion or go without, or look for another source. That's no longer the case.

The updated homunculus has hit point spread out better, PB bonus set by spell level, and a 30' ranged attack other artificers can make use of.

Replicate Magic Item: This seems more flexible, and given the gp value limitations of items for sale in some areas this could be an easy way to gain decent armor early now that it's created instead of infused.

Magic Item Tinker: I'm not convinced giving up a magic item is necessarily worth a spell slot. I would be inclined to remove the long rest restriction. It is nice to have a way to reclaim a spell slot when it is needed though.

Flash of Genius: I think this is another ability that could restore a single use on a short rest.

Spell Storing Item: Adding 3rd level spells to the list is a big upgrade to one of the best abilities artificers had. This also doubles as a method of transforming a weapon into a spell focus as a smaller benefit.

Soul of Artifice: This is better in one way and worse in another.

Alchemist thoughts...

Experimental elixirs being used or administered on a bonus action is useful. I don't, however, like the removal of a useful elixir for a small chance to select from the remaining list. If WotC wanted that approach I think they would have been better off to switch to a d8 roll and allow a choice on a 7 or 8, and then they can keep the transformation elixir with better odds of a choice.

That small chance takes away from the reasonable option to spend a 1st level spell slot on the transformation elixir.

2-5 elixirs is also better than 1-3 elixirs, but I think it would be better to start with more than 2.

Restorative reagents provides more temp hp for another small improvement.

I think chemical mastery is much improved. Conjured cauldron is more interesting than a use of mass cure wounds or heal. Alchemical eruption adds more damage. So an alchemist who casts acid splash under these rules is rolling the cantrip damage, adding INT modifier, and adding another 2d8 to a target in the small AoE. The wording might need a polish.

I know a lot of people don't care for the alchemist, but I like the bit of versatility it adds. The changes are generally positive in more elixirs, more temp hp, and a better damage option at higher levels. Conjured cauldron is interesting and thematic. I think alchemists have definitely improved but could use some tweaks.

Armorer thoughts...

I don't have much to say about the armorer. I think they're fairly straight forward.

Adding another armor model was definitely needed, and I think the size change is different enough catch my interest a bit in the dreadnaught armor.

Being bloodied to trigger the temp hp in the guardian armor has me wondering how often it can or will be triggered. The way it's worded it looks to me like an armorer artificer in guardian armor to spend a bonus action as often as desired as long as they're bloodied to give quite a bit of lasting power through repeat temp hp application.

I find it interesting that armor replication grants one additional magic item replication but armor modifications granted 2 extra infusions in the armor.

Perfected armor adding more damage is a step in the right direction.

Artillerist thoughts...

I suspect the tiny cannons are still going to be held in one hand. I don't believe there's much point in making them tiny otherwise. I also expect a lot of artillerists might have 10 extra fireballs at 11th level.

Deciding which cannon ability to use instead getting locked into a type of cannon is an improvement.

The reaction to explode the cannons is also better than spending an action for the amount of damage it does.

An issue I find with artillerists is the 1 hr shelf life on a cannon. That means every short rest it's gone. Every hour outside of that first hour it's gone. Every time it takes enough damage (mending is only good outside of combat) and it's gone. Trying to maintain a cannon in an adventuring day is hard on spell slots in a way arcane armor or a steel defender are not, and even elixirs last all day until they're used -- alchemists don't have elixirs disappear after an hour.

A person can get some good use out of the cannons while they are available, but players really need to be prepared to spend additional spell slots on cannons that won't be available for spells. Double firepower for 2 cannons is double spell slot expenditure to maintain those 2 cannons throughout the day.

Battle Smith thoughts...

I don't have much to say on this subclass as well. Battle smiths are also fairly straight forward.

The steel defender hasn't changed much and seem more reliant on INT bonus than PB. Steel bond looks like an improvement.

The battle smith still plays as a pet option and can use extra attack with weapons. This was and continues to be a solid option.

The steel defender does seem to have lost the vigilant trait, however, unless I'm just missing it.
 

why does Extra attack feature of 2 subclasses not give ability to cast a cantrip instead of one of the attacks?

Or is it just that for full casters that gain extra attack?
Like full casters need any more help in being top tier?

If anyone should combine cantrips with extra attack is the halfcaster class that has cantrips from the start.
 

why does Extra attack feature of 2 subclasses not give ability to cast a cantrip instead of one of the attacks?
Because those subclasses are not intended to use cantrips as their fallback attack. Clue is in the names: Armorer, Weaponsmith. They wear armour and hit people with weapons. They are martial half casters like paladins and rangers.

The subclasses that are intended to fallback to cantrips get a boost to cantrip damage.
 

Because those subclasses are not intended to use cantrips as their fallback attack. Clue is in the names: Armorer, Weaponsmith. They wear armour and hit people with weapons. They are martial half casters like paladins and rangers.

The subclasses that are intended to fallback to cantrips get a boost to cantrip damage.
so EK does not wear armor or use weapons?
 



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